@babylonjs/materials 5.0.0-rc.1 → 5.0.0-rc.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (230) hide show
  1. package/cell/cell.fragment.d.ts +17 -17
  2. package/cell/cell.fragment.js +20 -18
  3. package/cell/cell.fragment.js.map +1 -1
  4. package/cell/cell.vertex.d.ts +18 -18
  5. package/cell/cell.vertex.js +21 -19
  6. package/cell/cell.vertex.js.map +1 -1
  7. package/cell/cellMaterial.d.ts +37 -37
  8. package/cell/cellMaterial.js +304 -290
  9. package/cell/cellMaterial.js.map +1 -1
  10. package/cell/index.d.ts +1 -1
  11. package/cell/index.js +1 -1
  12. package/cell/index.js.map +1 -1
  13. package/custom/customMaterial.d.ts +69 -69
  14. package/custom/customMaterial.js +216 -218
  15. package/custom/customMaterial.js.map +1 -1
  16. package/custom/index.d.ts +2 -2
  17. package/custom/index.js +2 -2
  18. package/custom/index.js.map +1 -1
  19. package/custom/pbrCustomMaterial.d.ts +71 -71
  20. package/custom/pbrCustomMaterial.js +241 -243
  21. package/custom/pbrCustomMaterial.js.map +1 -1
  22. package/fire/fire.fragment.d.ts +11 -11
  23. package/fire/fire.fragment.js +14 -12
  24. package/fire/fire.fragment.js.map +1 -1
  25. package/fire/fire.vertex.d.ts +15 -15
  26. package/fire/fire.vertex.js +18 -16
  27. package/fire/fire.vertex.js.map +1 -1
  28. package/fire/fireMaterial.d.ts +38 -38
  29. package/fire/fireMaterial.js +342 -327
  30. package/fire/fireMaterial.js.map +1 -1
  31. package/fire/index.d.ts +1 -1
  32. package/fire/index.js +1 -1
  33. package/fire/index.js.map +1 -1
  34. package/fur/fur.fragment.d.ts +17 -17
  35. package/fur/fur.fragment.js +20 -18
  36. package/fur/fur.fragment.js.map +1 -1
  37. package/fur/fur.vertex.d.ts +18 -18
  38. package/fur/fur.vertex.js +21 -19
  39. package/fur/fur.vertex.js.map +1 -1
  40. package/fur/furMaterial.d.ts +57 -56
  41. package/fur/furMaterial.js +500 -480
  42. package/fur/furMaterial.js.map +1 -1
  43. package/fur/index.d.ts +1 -1
  44. package/fur/index.js +1 -1
  45. package/fur/index.js.map +1 -1
  46. package/gradient/gradient.fragment.d.ts +17 -17
  47. package/gradient/gradient.fragment.js +20 -18
  48. package/gradient/gradient.fragment.js.map +1 -1
  49. package/gradient/gradient.vertex.d.ts +18 -18
  50. package/gradient/gradient.vertex.js +21 -19
  51. package/gradient/gradient.vertex.js.map +1 -1
  52. package/gradient/gradientMaterial.d.ts +37 -37
  53. package/gradient/gradientMaterial.js +275 -259
  54. package/gradient/gradientMaterial.js.map +1 -1
  55. package/gradient/index.d.ts +1 -1
  56. package/gradient/index.js +1 -1
  57. package/gradient/index.js.map +1 -1
  58. package/grid/grid.fragment.d.ts +8 -8
  59. package/grid/grid.fragment.js +11 -9
  60. package/grid/grid.fragment.js.map +1 -1
  61. package/grid/grid.vertex.d.ts +9 -9
  62. package/grid/grid.vertex.js +12 -10
  63. package/grid/grid.vertex.js.map +1 -1
  64. package/grid/gridMaterial.d.ts +78 -77
  65. package/grid/gridMaterial.js +276 -261
  66. package/grid/gridMaterial.js.map +1 -1
  67. package/grid/index.d.ts +1 -1
  68. package/grid/index.js +1 -1
  69. package/grid/index.js.map +1 -1
  70. package/index.d.ts +15 -15
  71. package/index.js +16 -15
  72. package/index.js.map +1 -1
  73. package/lava/index.d.ts +1 -1
  74. package/lava/index.js +1 -1
  75. package/lava/index.js.map +1 -1
  76. package/lava/lava.fragment.d.ts +17 -17
  77. package/lava/lava.fragment.js +20 -18
  78. package/lava/lava.fragment.js.map +1 -1
  79. package/lava/lava.vertex.d.ts +18 -18
  80. package/lava/lava.vertex.js +21 -19
  81. package/lava/lava.vertex.js.map +1 -1
  82. package/lava/lavaMaterial.d.ts +45 -45
  83. package/lava/lavaMaterial.js +394 -378
  84. package/lava/lavaMaterial.js.map +1 -1
  85. package/legacy/legacy-cell.d.ts +1 -1
  86. package/legacy/legacy-cell.js +13 -12
  87. package/legacy/legacy-cell.js.map +1 -1
  88. package/legacy/legacy-custom.d.ts +1 -1
  89. package/legacy/legacy-custom.js +13 -12
  90. package/legacy/legacy-custom.js.map +1 -1
  91. package/legacy/legacy-fire.d.ts +1 -1
  92. package/legacy/legacy-fire.js +13 -12
  93. package/legacy/legacy-fire.js.map +1 -1
  94. package/legacy/legacy-fur.d.ts +1 -1
  95. package/legacy/legacy-fur.js +13 -12
  96. package/legacy/legacy-fur.js.map +1 -1
  97. package/legacy/legacy-gradient.d.ts +1 -1
  98. package/legacy/legacy-gradient.js +13 -12
  99. package/legacy/legacy-gradient.js.map +1 -1
  100. package/legacy/legacy-grid.d.ts +1 -1
  101. package/legacy/legacy-grid.js +13 -12
  102. package/legacy/legacy-grid.js.map +1 -1
  103. package/legacy/legacy-lava.d.ts +1 -1
  104. package/legacy/legacy-lava.js +13 -12
  105. package/legacy/legacy-lava.js.map +1 -1
  106. package/legacy/legacy-mix.d.ts +1 -1
  107. package/legacy/legacy-mix.js +13 -12
  108. package/legacy/legacy-mix.js.map +1 -1
  109. package/legacy/legacy-normal.d.ts +1 -1
  110. package/legacy/legacy-normal.js +13 -12
  111. package/legacy/legacy-normal.js.map +1 -1
  112. package/legacy/legacy-shadowOnly.d.ts +1 -1
  113. package/legacy/legacy-shadowOnly.js +13 -12
  114. package/legacy/legacy-shadowOnly.js.map +1 -1
  115. package/legacy/legacy-simple.d.ts +1 -1
  116. package/legacy/legacy-simple.js +13 -12
  117. package/legacy/legacy-simple.js.map +1 -1
  118. package/legacy/legacy-sky.d.ts +1 -1
  119. package/legacy/legacy-sky.js +13 -12
  120. package/legacy/legacy-sky.js.map +1 -1
  121. package/legacy/legacy-terrain.d.ts +1 -1
  122. package/legacy/legacy-terrain.js +13 -12
  123. package/legacy/legacy-terrain.js.map +1 -1
  124. package/legacy/legacy-triPlanar.d.ts +1 -1
  125. package/legacy/legacy-triPlanar.js +13 -12
  126. package/legacy/legacy-triPlanar.js.map +1 -1
  127. package/legacy/legacy-water.d.ts +1 -1
  128. package/legacy/legacy-water.js +13 -12
  129. package/legacy/legacy-water.js.map +1 -1
  130. package/legacy/legacy.d.ts +1 -1
  131. package/legacy/legacy.js +16 -15
  132. package/legacy/legacy.js.map +1 -1
  133. package/mix/index.d.ts +1 -1
  134. package/mix/index.js +1 -1
  135. package/mix/index.js.map +1 -1
  136. package/mix/mix.fragment.d.ts +17 -17
  137. package/mix/mix.fragment.js +20 -18
  138. package/mix/mix.fragment.js.map +1 -1
  139. package/mix/mix.vertex.d.ts +18 -18
  140. package/mix/mix.vertex.js +21 -19
  141. package/mix/mix.vertex.js.map +1 -1
  142. package/mix/mixMaterial.d.ts +65 -65
  143. package/mix/mixMaterial.js +510 -483
  144. package/mix/mixMaterial.js.map +1 -1
  145. package/normal/index.d.ts +1 -1
  146. package/normal/index.js +1 -1
  147. package/normal/index.js.map +1 -1
  148. package/normal/normal.fragment.d.ts +17 -17
  149. package/normal/normal.fragment.js +20 -18
  150. package/normal/normal.fragment.js.map +1 -1
  151. package/normal/normal.vertex.d.ts +18 -18
  152. package/normal/normal.vertex.js +21 -19
  153. package/normal/normal.vertex.js.map +1 -1
  154. package/normal/normalMaterial.d.ts +36 -36
  155. package/normal/normalMaterial.js +336 -322
  156. package/normal/normalMaterial.js.map +1 -1
  157. package/package.json +22 -254
  158. package/readme.md +2 -2
  159. package/shadowOnly/index.d.ts +1 -1
  160. package/shadowOnly/index.js +1 -1
  161. package/shadowOnly/index.js.map +1 -1
  162. package/shadowOnly/shadowOnly.fragment.d.ts +16 -16
  163. package/shadowOnly/shadowOnly.fragment.js +19 -17
  164. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  165. package/shadowOnly/shadowOnly.vertex.d.ts +18 -18
  166. package/shadowOnly/shadowOnly.vertex.js +21 -19
  167. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  168. package/shadowOnly/shadowOnlyMaterial.d.ts +30 -30
  169. package/shadowOnly/shadowOnlyMaterial.js +254 -240
  170. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  171. package/simple/index.d.ts +1 -1
  172. package/simple/index.js +1 -1
  173. package/simple/index.js.map +1 -1
  174. package/simple/simple.fragment.d.ts +17 -17
  175. package/simple/simple.fragment.js +20 -18
  176. package/simple/simple.fragment.js.map +1 -1
  177. package/simple/simple.vertex.d.ts +18 -18
  178. package/simple/simple.vertex.js +21 -19
  179. package/simple/simple.vertex.js.map +1 -1
  180. package/simple/simpleMaterial.d.ts +35 -35
  181. package/simple/simpleMaterial.js +295 -281
  182. package/simple/simpleMaterial.js.map +1 -1
  183. package/sky/index.d.ts +1 -1
  184. package/sky/index.js +1 -1
  185. package/sky/index.js.map +1 -1
  186. package/sky/sky.fragment.d.ts +10 -10
  187. package/sky/sky.fragment.js +13 -11
  188. package/sky/sky.fragment.js.map +1 -1
  189. package/sky/sky.vertex.d.ts +9 -9
  190. package/sky/sky.vertex.js +12 -10
  191. package/sky/sky.vertex.js.map +1 -1
  192. package/sky/skyMaterial.d.ts +147 -147
  193. package/sky/skyMaterial.js +359 -340
  194. package/sky/skyMaterial.js.map +1 -1
  195. package/terrain/index.d.ts +1 -1
  196. package/terrain/index.js +1 -1
  197. package/terrain/index.js.map +1 -1
  198. package/terrain/terrain.fragment.d.ts +17 -17
  199. package/terrain/terrain.fragment.js +20 -18
  200. package/terrain/terrain.fragment.js.map +1 -1
  201. package/terrain/terrain.vertex.d.ts +18 -18
  202. package/terrain/terrain.vertex.js +21 -19
  203. package/terrain/terrain.vertex.js.map +1 -1
  204. package/terrain/terrainMaterial.d.ts +50 -50
  205. package/terrain/terrainMaterial.js +426 -411
  206. package/terrain/terrainMaterial.js.map +1 -1
  207. package/triPlanar/index.d.ts +1 -1
  208. package/triPlanar/index.js +1 -1
  209. package/triPlanar/index.js.map +1 -1
  210. package/triPlanar/triPlanarMaterial.d.ts +49 -49
  211. package/triPlanar/triPlanarMaterial.js +403 -391
  212. package/triPlanar/triPlanarMaterial.js.map +1 -1
  213. package/triPlanar/triplanar.fragment.d.ts +17 -17
  214. package/triPlanar/triplanar.fragment.js +20 -18
  215. package/triPlanar/triplanar.fragment.js.map +1 -1
  216. package/triPlanar/triplanar.vertex.d.ts +18 -18
  217. package/triPlanar/triplanar.vertex.js +21 -19
  218. package/triPlanar/triplanar.vertex.js.map +1 -1
  219. package/water/index.d.ts +1 -1
  220. package/water/index.js +1 -1
  221. package/water/index.js.map +1 -1
  222. package/water/water.fragment.d.ts +19 -19
  223. package/water/water.fragment.js +22 -20
  224. package/water/water.fragment.js.map +1 -1
  225. package/water/water.vertex.d.ts +20 -20
  226. package/water/water.vertex.js +23 -21
  227. package/water/water.vertex.js.map +1 -1
  228. package/water/waterMaterial.d.ts +135 -132
  229. package/water/waterMaterial.js +736 -705
  230. package/water/waterMaterial.js.map +1 -1
@@ -1,244 +1,242 @@
1
- import { __extends } from "tslib";
2
- import { Effect } from "@babylonjs/core/Materials/effect.js";
3
- import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
4
- import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
5
- import { ShaderCodeInliner } from "@babylonjs/core/Engines/Processors/shaderCodeInliner.js";
6
- var ShaderAlebdoParts = /** @class */ (function () {
7
- function ShaderAlebdoParts() {
8
- }
9
- return ShaderAlebdoParts;
10
- }());
11
- export { ShaderAlebdoParts };
12
- var PBRCustomMaterial = /** @class */ (function (_super) {
13
- __extends(PBRCustomMaterial, _super);
14
- function PBRCustomMaterial(name, scene) {
15
- var _this = _super.call(this, name, scene) || this;
16
- _this.CustomParts = new ShaderAlebdoParts();
17
- _this.customShaderNameResolve = _this.Builder;
18
- _this.FragmentShader = Effect.ShadersStore["pbrPixelShader"];
19
- _this.VertexShader = Effect.ShadersStore["pbrVertexShader"];
20
- _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore["pbrBlockAlbedoOpacity"]);
21
- _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore["pbrBlockReflectivity"]);
22
- _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore["pbrBlockFinalColorComposition"]);
23
- return _this;
24
- }
25
- PBRCustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
26
- if (this._newUniformInstances) {
27
- for (var el in this._newUniformInstances) {
28
- var ea = el.toString().split('-');
29
- if (ea[0] == 'vec2') {
30
- effect.setVector2(ea[1], this._newUniformInstances[el]);
31
- }
32
- else if (ea[0] == 'vec3') {
33
- effect.setVector3(ea[1], this._newUniformInstances[el]);
34
- }
35
- else if (ea[0] == 'vec4') {
36
- effect.setVector4(ea[1], this._newUniformInstances[el]);
37
- }
38
- else if (ea[0] == 'mat4') {
39
- effect.setMatrix(ea[1], this._newUniformInstances[el]);
40
- }
41
- else if (ea[0] == 'float') {
42
- effect.setFloat(ea[1], this._newUniformInstances[el]);
43
- }
44
- }
45
- }
46
- if (this._newSamplerInstances) {
47
- for (var el in this._newSamplerInstances) {
48
- var ea = el.toString().split('-');
49
- if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
50
- effect.setTexture(ea[1], this._newSamplerInstances[el]);
51
- }
52
- }
53
- }
54
- };
55
- PBRCustomMaterial.prototype.ReviewUniform = function (name, arr) {
56
- if (name == "uniform" && this._newUniforms) {
57
- for (var ind = 0; ind < this._newUniforms.length; ind++) {
58
- if (this._customUniform[ind].indexOf('sampler') == -1) {
59
- arr.push(this._newUniforms[ind]);
60
- }
61
- }
62
- }
63
- if (name == "sampler" && this._newUniforms) {
64
- for (var ind = 0; ind < this._newUniforms.length; ind++) {
65
- if (this._customUniform[ind].indexOf('sampler') != -1) {
66
- arr.push(this._newUniforms[ind]);
67
- }
68
- }
69
- }
70
- return arr;
71
- };
72
- PBRCustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines, attributes, options) {
73
- var _this = this;
74
- if (options) {
75
- var currentProcessing_1 = options.processFinalCode;
76
- options.processFinalCode = function (type, code) {
77
- if (type === "vertex") {
78
- return currentProcessing_1 ? currentProcessing_1(type, code) : code;
79
- }
80
- var sci = new ShaderCodeInliner(code);
81
- sci.inlineToken = "#define pbr_inline";
82
- sci.processCode();
83
- return currentProcessing_1 ? currentProcessing_1(type, sci.code) : sci.code;
84
- };
85
- }
86
- if (attributes && this._customAttributes && this._customAttributes.length > 0) {
87
- attributes.push.apply(attributes, this._customAttributes);
88
- }
89
- this.ReviewUniform("uniform", uniforms);
90
- this.ReviewUniform("sampler", samplers);
91
- if (this._isCreatedShader) {
92
- return this._createdShaderName;
93
- }
94
- this._isCreatedShader = false;
95
- PBRCustomMaterial.ShaderIndexer++;
96
- var name = "custom_" + PBRCustomMaterial.ShaderIndexer;
97
- var fn_afterBind = this._afterBind.bind(this);
98
- this._afterBind = function (m, e) {
99
- if (!e) {
100
- return;
101
- }
102
- _this.AttachAfterBind(m, e);
103
- try {
104
- fn_afterBind(m, e);
105
- }
106
- catch (e) { }
107
- };
108
- Effect.ShadersStore[name + "VertexShader"] = this.VertexShader
109
- .replace('#define CUSTOM_VERTEX_BEGIN', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : ""))
110
- .replace('#define CUSTOM_VERTEX_DEFINITIONS', (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
111
- .replace('#define CUSTOM_VERTEX_MAIN_BEGIN', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : ""))
112
- .replace('#define CUSTOM_VERTEX_UPDATE_POSITION', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : ""))
113
- .replace('#define CUSTOM_VERTEX_UPDATE_NORMAL', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : ""))
114
- .replace('#define CUSTOM_VERTEX_MAIN_END', (this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : ""));
115
- if (this.CustomParts.Vertex_After_WorldPosComputed) {
116
- Effect.ShadersStore[name + "VertexShader"] = Effect.ShadersStore[name + "VertexShader"].replace('#define CUSTOM_VERTEX_UPDATE_WORLDPOS', this.CustomParts.Vertex_After_WorldPosComputed);
117
- }
118
- Effect.ShadersStore[name + "PixelShader"] = this.FragmentShader
119
- .replace('#define CUSTOM_FRAGMENT_BEGIN', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : ""))
120
- .replace('#define CUSTOM_FRAGMENT_MAIN_BEGIN', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : ""))
121
- .replace('#define CUSTOM_FRAGMENT_DEFINITIONS', (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : ""))
122
- .replace('#define CUSTOM_FRAGMENT_UPDATE_ALBEDO', (this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : ""))
123
- .replace('#define CUSTOM_FRAGMENT_UPDATE_ALPHA', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : ""))
124
- .replace('#define CUSTOM_FRAGMENT_BEFORE_LIGHTS', (this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : ""))
125
- .replace('#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS', (this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : ""))
126
- .replace('#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE', (this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : ""))
127
- .replace('#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION', (this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : ""))
128
- .replace('#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : ""))
129
- .replace('#define CUSTOM_FRAGMENT_MAIN_END', (this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : ""));
130
- if (this.CustomParts.Fragment_Before_Fog) {
131
- Effect.ShadersStore[name + "PixelShader"] = Effect.ShadersStore[name + "PixelShader"].replace('#define CUSTOM_FRAGMENT_BEFORE_FOG', this.CustomParts.Fragment_Before_Fog);
132
- }
133
- this._isCreatedShader = true;
134
- this._createdShaderName = name;
135
- return name;
136
- };
137
- PBRCustomMaterial.prototype.AddUniform = function (name, kind, param) {
138
- if (!this._customUniform) {
139
- this._customUniform = new Array();
140
- this._newUniforms = new Array();
141
- this._newSamplerInstances = {};
142
- this._newUniformInstances = {};
143
- }
144
- if (param) {
145
- if (kind.indexOf("sampler") != -1) {
146
- this._newSamplerInstances[kind + "-" + name] = param;
147
- }
148
- else {
149
- this._newUniformInstances[kind + "-" + name] = param;
150
- }
151
- }
152
- this._customUniform.push("uniform " + kind + " " + name + ";");
153
- this._newUniforms.push(name);
154
- return this;
155
- };
156
- PBRCustomMaterial.prototype.AddAttribute = function (name) {
157
- if (!this._customAttributes) {
158
- this._customAttributes = [];
159
- }
160
- this._customAttributes.push(name);
161
- return this;
162
- };
163
- PBRCustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
164
- this.CustomParts.Fragment_Begin = shaderPart;
165
- return this;
166
- };
167
- PBRCustomMaterial.prototype.Fragment_Definitions = function (shaderPart) {
168
- this.CustomParts.Fragment_Definitions = shaderPart;
169
- return this;
170
- };
171
- PBRCustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
172
- this.CustomParts.Fragment_MainBegin = shaderPart;
173
- return this;
174
- };
175
- PBRCustomMaterial.prototype.Fragment_Custom_Albedo = function (shaderPart) {
176
- this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace("result", "surfaceAlbedo");
177
- return this;
178
- };
179
- PBRCustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
180
- this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
181
- return this;
182
- };
183
- PBRCustomMaterial.prototype.Fragment_Before_Lights = function (shaderPart) {
184
- this.CustomParts.Fragment_Before_Lights = shaderPart;
185
- return this;
186
- };
187
- PBRCustomMaterial.prototype.Fragment_Custom_MetallicRoughness = function (shaderPart) {
188
- this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;
189
- return this;
190
- };
191
- PBRCustomMaterial.prototype.Fragment_Custom_MicroSurface = function (shaderPart) {
192
- this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;
193
- return this;
194
- };
195
- PBRCustomMaterial.prototype.Fragment_Before_Fog = function (shaderPart) {
196
- this.CustomParts.Fragment_Before_Fog = shaderPart;
197
- return this;
198
- };
199
- PBRCustomMaterial.prototype.Fragment_Before_FinalColorComposition = function (shaderPart) {
200
- this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;
201
- return this;
202
- };
203
- PBRCustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
204
- this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
205
- return this;
206
- };
207
- PBRCustomMaterial.prototype.Fragment_MainEnd = function (shaderPart) {
208
- this.CustomParts.Fragment_MainEnd = shaderPart;
209
- return this;
210
- };
211
- PBRCustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
212
- this.CustomParts.Vertex_Begin = shaderPart;
213
- return this;
214
- };
215
- PBRCustomMaterial.prototype.Vertex_Definitions = function (shaderPart) {
216
- this.CustomParts.Vertex_Definitions = shaderPart;
217
- return this;
218
- };
219
- PBRCustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
220
- this.CustomParts.Vertex_MainBegin = shaderPart;
221
- return this;
222
- };
223
- PBRCustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
224
- this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
225
- return this;
226
- };
227
- PBRCustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
228
- this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
229
- return this;
230
- };
231
- PBRCustomMaterial.prototype.Vertex_After_WorldPosComputed = function (shaderPart) {
232
- this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
233
- return this;
234
- };
235
- PBRCustomMaterial.prototype.Vertex_MainEnd = function (shaderPart) {
236
- this.CustomParts.Vertex_MainEnd = shaderPart;
237
- return this;
238
- };
239
- PBRCustomMaterial.ShaderIndexer = 1;
240
- return PBRCustomMaterial;
241
- }(PBRMaterial));
242
- export { PBRCustomMaterial };
243
- RegisterClass("BABYLON.PBRCustomMaterial", PBRCustomMaterial);
1
+ import { __extends } from "tslib";
2
+ import { Effect } from "@babylonjs/core/Materials/effect.js";
3
+ import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
4
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
5
+ import { ShaderCodeInliner } from "@babylonjs/core/Engines/Processors/shaderCodeInliner.js";
6
+ var ShaderAlebdoParts = /** @class */ (function () {
7
+ function ShaderAlebdoParts() {
8
+ }
9
+ return ShaderAlebdoParts;
10
+ }());
11
+ export { ShaderAlebdoParts };
12
+ var PBRCustomMaterial = /** @class */ (function (_super) {
13
+ __extends(PBRCustomMaterial, _super);
14
+ function PBRCustomMaterial(name, scene) {
15
+ var _this = _super.call(this, name, scene) || this;
16
+ _this.CustomParts = new ShaderAlebdoParts();
17
+ _this.customShaderNameResolve = _this.Builder;
18
+ _this.FragmentShader = Effect.ShadersStore["pbrPixelShader"];
19
+ _this.VertexShader = Effect.ShadersStore["pbrVertexShader"];
20
+ _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore["pbrBlockAlbedoOpacity"]);
21
+ _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore["pbrBlockReflectivity"]);
22
+ _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore["pbrBlockFinalColorComposition"]);
23
+ return _this;
24
+ }
25
+ PBRCustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
26
+ if (this._newUniformInstances) {
27
+ for (var el in this._newUniformInstances) {
28
+ var ea = el.toString().split("-");
29
+ if (ea[0] == "vec2") {
30
+ effect.setVector2(ea[1], this._newUniformInstances[el]);
31
+ }
32
+ else if (ea[0] == "vec3") {
33
+ effect.setVector3(ea[1], this._newUniformInstances[el]);
34
+ }
35
+ else if (ea[0] == "vec4") {
36
+ effect.setVector4(ea[1], this._newUniformInstances[el]);
37
+ }
38
+ else if (ea[0] == "mat4") {
39
+ effect.setMatrix(ea[1], this._newUniformInstances[el]);
40
+ }
41
+ else if (ea[0] == "float") {
42
+ effect.setFloat(ea[1], this._newUniformInstances[el]);
43
+ }
44
+ }
45
+ }
46
+ if (this._newSamplerInstances) {
47
+ for (var el in this._newSamplerInstances) {
48
+ var ea = el.toString().split("-");
49
+ if (ea[0] == "sampler2D" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
50
+ effect.setTexture(ea[1], this._newSamplerInstances[el]);
51
+ }
52
+ }
53
+ }
54
+ };
55
+ PBRCustomMaterial.prototype.ReviewUniform = function (name, arr) {
56
+ if (name == "uniform" && this._newUniforms) {
57
+ for (var ind = 0; ind < this._newUniforms.length; ind++) {
58
+ if (this._customUniform[ind].indexOf("sampler") == -1) {
59
+ arr.push(this._newUniforms[ind]);
60
+ }
61
+ }
62
+ }
63
+ if (name == "sampler" && this._newUniforms) {
64
+ for (var ind = 0; ind < this._newUniforms.length; ind++) {
65
+ if (this._customUniform[ind].indexOf("sampler") != -1) {
66
+ arr.push(this._newUniforms[ind]);
67
+ }
68
+ }
69
+ }
70
+ return arr;
71
+ };
72
+ PBRCustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines, attributes, options) {
73
+ var _this = this;
74
+ if (options) {
75
+ var currentProcessing_1 = options.processFinalCode;
76
+ options.processFinalCode = function (type, code) {
77
+ if (type === "vertex") {
78
+ return currentProcessing_1 ? currentProcessing_1(type, code) : code;
79
+ }
80
+ var sci = new ShaderCodeInliner(code);
81
+ sci.inlineToken = "#define pbr_inline";
82
+ sci.processCode();
83
+ return currentProcessing_1 ? currentProcessing_1(type, sci.code) : sci.code;
84
+ };
85
+ }
86
+ if (attributes && this._customAttributes && this._customAttributes.length > 0) {
87
+ attributes.push.apply(attributes, this._customAttributes);
88
+ }
89
+ this.ReviewUniform("uniform", uniforms);
90
+ this.ReviewUniform("sampler", samplers);
91
+ if (this._isCreatedShader) {
92
+ return this._createdShaderName;
93
+ }
94
+ this._isCreatedShader = false;
95
+ PBRCustomMaterial.ShaderIndexer++;
96
+ var name = "custom_" + PBRCustomMaterial.ShaderIndexer;
97
+ var fn_afterBind = this._afterBind.bind(this);
98
+ this._afterBind = function (m, e) {
99
+ if (!e) {
100
+ return;
101
+ }
102
+ _this.AttachAfterBind(m, e);
103
+ try {
104
+ fn_afterBind(m, e);
105
+ }
106
+ catch (e) { }
107
+ };
108
+ Effect.ShadersStore[name + "VertexShader"] = this.VertexShader.replace("#define CUSTOM_VERTEX_BEGIN", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : "")
109
+ .replace("#define CUSTOM_VERTEX_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
110
+ .replace("#define CUSTOM_VERTEX_MAIN_BEGIN", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : "")
111
+ .replace("#define CUSTOM_VERTEX_UPDATE_POSITION", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : "")
112
+ .replace("#define CUSTOM_VERTEX_UPDATE_NORMAL", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : "")
113
+ .replace("#define CUSTOM_VERTEX_MAIN_END", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : "");
114
+ if (this.CustomParts.Vertex_After_WorldPosComputed) {
115
+ Effect.ShadersStore[name + "VertexShader"] = Effect.ShadersStore[name + "VertexShader"].replace("#define CUSTOM_VERTEX_UPDATE_WORLDPOS", this.CustomParts.Vertex_After_WorldPosComputed);
116
+ }
117
+ Effect.ShadersStore[name + "PixelShader"] = this.FragmentShader.replace("#define CUSTOM_FRAGMENT_BEGIN", this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : "")
118
+ .replace("#define CUSTOM_FRAGMENT_MAIN_BEGIN", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : "")
119
+ .replace("#define CUSTOM_FRAGMENT_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : ""))
120
+ .replace("#define CUSTOM_FRAGMENT_UPDATE_ALBEDO", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : "")
121
+ .replace("#define CUSTOM_FRAGMENT_UPDATE_ALPHA", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : "")
122
+ .replace("#define CUSTOM_FRAGMENT_BEFORE_LIGHTS", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : "")
123
+ .replace("#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS", this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : "")
124
+ .replace("#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : "")
125
+ .replace("#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION", this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : "")
126
+ .replace("#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : "")
127
+ .replace("#define CUSTOM_FRAGMENT_MAIN_END", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : "");
128
+ if (this.CustomParts.Fragment_Before_Fog) {
129
+ Effect.ShadersStore[name + "PixelShader"] = Effect.ShadersStore[name + "PixelShader"].replace("#define CUSTOM_FRAGMENT_BEFORE_FOG", this.CustomParts.Fragment_Before_Fog);
130
+ }
131
+ this._isCreatedShader = true;
132
+ this._createdShaderName = name;
133
+ return name;
134
+ };
135
+ PBRCustomMaterial.prototype.AddUniform = function (name, kind, param) {
136
+ if (!this._customUniform) {
137
+ this._customUniform = new Array();
138
+ this._newUniforms = new Array();
139
+ this._newSamplerInstances = {};
140
+ this._newUniformInstances = {};
141
+ }
142
+ if (param) {
143
+ if (kind.indexOf("sampler") != -1) {
144
+ this._newSamplerInstances[kind + "-" + name] = param;
145
+ }
146
+ else {
147
+ this._newUniformInstances[kind + "-" + name] = param;
148
+ }
149
+ }
150
+ this._customUniform.push("uniform " + kind + " " + name + ";");
151
+ this._newUniforms.push(name);
152
+ return this;
153
+ };
154
+ PBRCustomMaterial.prototype.AddAttribute = function (name) {
155
+ if (!this._customAttributes) {
156
+ this._customAttributes = [];
157
+ }
158
+ this._customAttributes.push(name);
159
+ return this;
160
+ };
161
+ PBRCustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
162
+ this.CustomParts.Fragment_Begin = shaderPart;
163
+ return this;
164
+ };
165
+ PBRCustomMaterial.prototype.Fragment_Definitions = function (shaderPart) {
166
+ this.CustomParts.Fragment_Definitions = shaderPart;
167
+ return this;
168
+ };
169
+ PBRCustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
170
+ this.CustomParts.Fragment_MainBegin = shaderPart;
171
+ return this;
172
+ };
173
+ PBRCustomMaterial.prototype.Fragment_Custom_Albedo = function (shaderPart) {
174
+ this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace("result", "surfaceAlbedo");
175
+ return this;
176
+ };
177
+ PBRCustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
178
+ this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
179
+ return this;
180
+ };
181
+ PBRCustomMaterial.prototype.Fragment_Before_Lights = function (shaderPart) {
182
+ this.CustomParts.Fragment_Before_Lights = shaderPart;
183
+ return this;
184
+ };
185
+ PBRCustomMaterial.prototype.Fragment_Custom_MetallicRoughness = function (shaderPart) {
186
+ this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;
187
+ return this;
188
+ };
189
+ PBRCustomMaterial.prototype.Fragment_Custom_MicroSurface = function (shaderPart) {
190
+ this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;
191
+ return this;
192
+ };
193
+ PBRCustomMaterial.prototype.Fragment_Before_Fog = function (shaderPart) {
194
+ this.CustomParts.Fragment_Before_Fog = shaderPart;
195
+ return this;
196
+ };
197
+ PBRCustomMaterial.prototype.Fragment_Before_FinalColorComposition = function (shaderPart) {
198
+ this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;
199
+ return this;
200
+ };
201
+ PBRCustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
202
+ this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
203
+ return this;
204
+ };
205
+ PBRCustomMaterial.prototype.Fragment_MainEnd = function (shaderPart) {
206
+ this.CustomParts.Fragment_MainEnd = shaderPart;
207
+ return this;
208
+ };
209
+ PBRCustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
210
+ this.CustomParts.Vertex_Begin = shaderPart;
211
+ return this;
212
+ };
213
+ PBRCustomMaterial.prototype.Vertex_Definitions = function (shaderPart) {
214
+ this.CustomParts.Vertex_Definitions = shaderPart;
215
+ return this;
216
+ };
217
+ PBRCustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
218
+ this.CustomParts.Vertex_MainBegin = shaderPart;
219
+ return this;
220
+ };
221
+ PBRCustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
222
+ this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
223
+ return this;
224
+ };
225
+ PBRCustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
226
+ this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
227
+ return this;
228
+ };
229
+ PBRCustomMaterial.prototype.Vertex_After_WorldPosComputed = function (shaderPart) {
230
+ this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
231
+ return this;
232
+ };
233
+ PBRCustomMaterial.prototype.Vertex_MainEnd = function (shaderPart) {
234
+ this.CustomParts.Vertex_MainEnd = shaderPart;
235
+ return this;
236
+ };
237
+ PBRCustomMaterial.ShaderIndexer = 1;
238
+ return PBRCustomMaterial;
239
+ }(PBRMaterial));
240
+ export { PBRCustomMaterial };
241
+ RegisterClass("BABYLON.PBRCustomMaterial", PBRCustomMaterial);
244
242
  //# sourceMappingURL=pbrCustomMaterial.js.map
@@ -1 +1 @@
1
- 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{ Texture } from \"@babylonjs/core/Materials/Textures/texture\";\nimport { Effect } from \"@babylonjs/core/Materials/effect\";\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\nimport { PBRMaterial } from \"@babylonjs/core/Materials/PBR/pbrMaterial\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\nimport { ShaderCodeInliner } from \"@babylonjs/core/Engines/Processors/shaderCodeInliner\";\nimport { ICustomShaderNameResolveOptions } from \"@babylonjs/core/Materials/material\";\n\nexport class ShaderAlebdoParts {\n\n constructor() { }\n\n public Fragment_Begin: string;\n public Fragment_Definitions: string;\n public Fragment_MainBegin: string;\n public Fragment_MainEnd: string;\n\n // albedoColor\n public Fragment_Custom_Albedo: string;\n // lights\n public Fragment_Before_Lights: string;\n // roughness\n public Fragment_Custom_MetallicRoughness: string;\n // microsurface\n public Fragment_Custom_MicroSurface: string;\n // fog\n public Fragment_Before_Fog: string;\n // alpha\n public Fragment_Custom_Alpha: string;\n // color composition\n public Fragment_Before_FinalColorComposition: string;\n // frag color\n public Fragment_Before_FragColor: string;\n\n public Vertex_Begin: string;\n public Vertex_Definitions: string;\n public Vertex_MainBegin: string;\n\n // positionUpdated\n public Vertex_Before_PositionUpdated: string;\n\n // normalUpdated\n public Vertex_Before_NormalUpdated: string;\n\n // worldPosComputed\n public Vertex_After_WorldPosComputed: string;\n\n // mainEnd\n public Vertex_MainEnd: string;\n}\n\nexport class PBRCustomMaterial extends PBRMaterial {\n public static ShaderIndexer = 1;\n public CustomParts: ShaderAlebdoParts;\n _isCreatedShader: boolean;\n _createdShaderName: string;\n _customUniform: string[];\n _newUniforms: string[];\n _newUniformInstances: { [name: string]: any };\n _newSamplerInstances: { [name: string]: Texture };\n _customAttributes: string[];\n\n public FragmentShader: string;\n public VertexShader: string;\n\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\n if (this._newUniformInstances) {\n for (let el in this._newUniformInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'vec2') {\n effect.setVector2(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec3') {\n effect.setVector3(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec4') {\n effect.setVector4(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'mat4') {\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'float') {\n effect.setFloat(ea[1], this._newUniformInstances[el]);\n }\n }\n }\n if (this._newSamplerInstances) {\n for (let el in this._newSamplerInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\n }\n }\n }\n }\n\n public ReviewUniform(name: string, arr: string[]): string[] {\n if (name == \"uniform\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') == -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n if (name == \"sampler\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') != -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n return arr;\n }\n\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions): string {\n if (options) {\n const currentProcessing = options.processFinalCode;\n options.processFinalCode = (type: string, code: string) => {\n if (type === \"vertex\") {\n return currentProcessing ? currentProcessing(type, code) : code;\n }\n const sci = new ShaderCodeInliner(code);\n sci.inlineToken = \"#define pbr_inline\";\n sci.processCode();\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\n };\n }\n\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\n attributes.push(...this._customAttributes);\n }\n\n this.ReviewUniform(\"uniform\", uniforms);\n this.ReviewUniform(\"sampler\", samplers);\n\n if (this._isCreatedShader) {\n return this._createdShaderName;\n }\n this._isCreatedShader = false;\n\n PBRCustomMaterial.ShaderIndexer++;\n var name: string = \"custom_\" + PBRCustomMaterial.ShaderIndexer;\n\n var fn_afterBind = this._afterBind.bind(this);\n this._afterBind = (m, e) => {\n if (!e) {\n return;\n }\n this.AttachAfterBind(m, e);\n try { fn_afterBind(m, e); }\n catch (e) { }\n };\n\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader\n .replace('#define CUSTOM_VERTEX_BEGIN', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\"))\n .replace('#define CUSTOM_VERTEX_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_BEGIN', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_POSITION', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_NORMAL', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_END', (this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\"));\n\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace('#define CUSTOM_VERTEX_UPDATE_WORLDPOS', this.CustomParts.Vertex_After_WorldPosComputed);\n }\n\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader\n .replace('#define CUSTOM_FRAGMENT_BEGIN', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_BEGIN', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_ALBEDO', (this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_ALPHA', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_LIGHTS', (this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS', (this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE', (this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION', (this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_END', (this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\"));\n\n if (this.CustomParts.Fragment_Before_Fog) {\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace('#define CUSTOM_FRAGMENT_BEFORE_FOG', this.CustomParts.Fragment_Before_Fog);\n }\n\n this._isCreatedShader = true;\n this._createdShaderName = name;\n\n return name;\n }\n\n constructor(name: string, scene?: Scene) {\n super(name, scene);\n this.CustomParts = new ShaderAlebdoParts();\n this.customShaderNameResolve = this.Builder;\n\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\n\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\n }\n\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\n if (!this._customUniform) {\n this._customUniform = new Array();\n this._newUniforms = new Array();\n this._newSamplerInstances = {};\n this._newUniformInstances = {};\n }\n if (param) {\n if (kind.indexOf(\"sampler\") != -1) {\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\n }\n else {\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\n }\n }\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\n this._newUniforms.push(name);\n\n return this;\n }\n\n public AddAttribute(name: string): PBRCustomMaterial {\n if (!this._customAttributes) {\n this._customAttributes = [];\n }\n\n this._customAttributes.push(name);\n\n return this;\n }\n\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Begin = shaderPart;\n return this;\n }\n\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Definitions = shaderPart;\n return this;\n }\n\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_MainBegin = shaderPart;\n return this;\n }\n\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\n return this;\n }\n\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\n return this;\n }\n\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_Lights = shaderPart;\n return this;\n }\n\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\n return this;\n }\n\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\n return this;\n }\n\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_Fog = shaderPart;\n return this;\n }\n\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\n return this;\n }\n\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\n return this;\n }\n\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_MainEnd = shaderPart;\n return this;\n }\n\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Begin = shaderPart;\n return this;\n }\n\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Definitions = shaderPart;\n return this;\n }\n\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_MainBegin = shaderPart;\n return this;\n }\n\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\n return this;\n }\n\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\n return this;\n }\n\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\n return this;\n }\n\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_MainEnd = shaderPart;\n return this;\n }\n}\n\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport type { ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\n\r\nexport class ShaderAlebdoParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // albedoColor\r\n public Fragment_Custom_Albedo: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // roughness\r\n public Fragment_Custom_MetallicRoughness: string;\r\n // microsurface\r\n public Fragment_Custom_MicroSurface: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n // color composition\r\n public Fragment_Before_FinalColorComposition: string;\r\n // frag color\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlebdoParts;\r\n _isCreatedShader: boolean;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec4\") {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n if (this._isCreatedShader) {\r\n return this._createdShaderName;\r\n }\r\n this._isCreatedShader = false;\r\n\r\n PBRCustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + PBRCustomMaterial.ShaderIndexer;\r\n\r\n const fn_afterBind = this._afterBind.bind(this);\r\n this._afterBind = (m, e) => {\r\n if (!e) {\r\n return;\r\n }\r\n this.AttachAfterBind(m, e);\r\n try {\r\n fn_afterBind(m, e);\r\n } catch (e) {}\r\n };\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\",\r\n this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\",\r\n this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n this._isCreatedShader = true;\r\n this._createdShaderName = name;\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderAlebdoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): PBRCustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}